﻿using System.Collections;
using System.Collections.Generic;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityEngine;

namespace Game
{
    public class ProcedureMain : ProcedureBase
    {
        private TestLoad m_Load = null;
        public override bool UseNativeDialog
        {
            get
            {
                return false;
            }
        }

        protected internal override void OnEnter(IFsm<IProcedureManager> procedureOwner)
        {
            base.OnEnter(procedureOwner);
            m_Load = new TestLoad();
        }

        protected internal override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
        {
            base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
            //测试
            if (Input.GetKeyDown(KeyCode.L))
            {

                m_Load.CreateEntity();
            }
        }
    }
}

